Valdaris Shadowborn

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Tiefling (Bloodline of Levistus) Warlock (Hexblade; Pact of the Blade)[edit]

Urban Bounty Hunter

Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.

Basics[edit]

Level: 3
Alignment: Neutral
Ht: 6'1"
Wt: 150 lbs
Size: Medium
Speed: 30 feet
Appearance: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes
  • STR 8 (-1) Save (-1)
  • DEX 14 (+2) Save (+2)
  • CON 14 (+2) Save (+2)
  • INT 10 (+0) Save (+0)
  • WIS 12 (+1) Save (+3)
  • CHA 18 (+4) Save (+6)

Skills & Proficiencies[edit]

Skills (Proficiencies in bold):
  • Acrobatics (Dex) +2
  • Animal Handling (Wis) +1
  • Arcana (Int) +0
  • Athletics (Str) -1
  • Deception (Cha) +4
  • History (Int) +0
  • Insight (Wis) +1
  • Intimidation (Cha) +6
  • Investigation (Int) +2
  • Medicine (Wis) +1
  • Nature (Int) +0
  • Perception (Wis) +1
  • Performance (Cha) +4
  • Persuasion (Cha) +6
  • Religion (Int) +0
  • Sleight of Hand (Dex) +2
  • Stealth (Dex) +4
  • Survival (Wis) +1
Passive Perception: 11
Proficiency Bonus: +2
Proficiencies
Tools: Thieve's Tools +6, Flute
Weapons & Armour: Simple/Martial weapons, Light/Medium Armor, Shields
Languages: Common Tongue (R/W/S) | Infernal (R/W/S)

Combat[edit]

AC 15 (17 w. Shield) | HP 247 | Hit Dice 3d8 | Initiative +2

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Longsword +6 1d8+4/1d10+4 N/A Dagger +4 1d4+2 (piercing) Thrown 20'/60'
Eldritch Blast +6 1d10+4 (force) 120' Green-Flame Blade +6 Weapon Damage + Target within 5' takes 4 fire damage 5' Radius
Ray of Frost +6 1d8 (cold) + Speed reduced 10' until next turn 60' XX +X XX XX
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:

Spellcasting[edit]

Spell Slots: L1 | - || L2 | 2

Spell DC: (8 + Prof 2 + Stat 4) 14

Spell Att Mod: (Prof 2 + Stat 4) +6


Cantrips

Eldritch Blast: http://dnd5e.wikidot.com/spell:eldritch-blast
Green-Flame Blade: http://dnd5e.wikidot.com/spell:green-flame-blade
Ray of Frost: http://dnd5e.wikidot.com/spell:ray-of-frost
Source: Arcane: Pact Magic

Spells Prepared (Stat 3 + Lvl 1 = X)

One, Two, Three
Domain: One, Two

Spellbook:

Branding Smite: http://dnd5e.wikidot.com/spell:branding-smite
Hellish Rebuke: http://dnd5e.wikidot.com/spell:hellish-rebuke
Shadow Blade: http://dnd5e.wikidot.com/spell:shadow-blade
Wrathful Smite: http://dnd5e.wikidot.com/spell:wrathful-smite

Feats[edit]

Shadow-Touched +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)
Name Description

Racial Features (Tiefling - Bloodline of Levistus)[edit]

Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to Fire damage.
Languages: You can speak, read, and write Common and Infernal.
Legacy of Stygia: You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Class Features (Warlock; Hexblade)[edit]

Domain/Oath/Pact etc: Pact of the Blade
Deity: Raven Queen
Hex Warrior
Description: At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Hexblade's Curse - 1/short or long rest
Description: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can’t use this feature again until you finish a short or long rest.
Eldritch Invocations
Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Fiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).
Pact of the Blade
  • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
  • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
  • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Background Features (Urban Bounty Hunter)[edit]

Proficiencies: Persuasion, Stealth
Ear to the Ground - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Personality Trait: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideal: People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bond: Someone I loved died because of I mistake I made. That will never happen again.
Flaw: I have a "tell" that reveals when I'm lying.

Equipment[edit]

Wealth

0 gems
0 pp
491 gp
0 ep
1 sp
8 cp

Weapons

Longsword
Dagger
N/A

Armor

Chain Shirt
Shield

Gear

Backpack 5 lb
Bedroll 2 lb
Component Pouch 2 lb
Grappling Hook 4 lb
Hooded Lantern 2 lb
Oil Flask (5) 5 lb
Piton (10) 2.5 lb
Pouch 1 lb
Rations (5 days) 10 lb
Sack 0.5 lb
Silk Rope (50') 5 lb
Thieve's Tools 1 lb
Tinderbox 1 lb
Waterskin 5 lb
Whetstone 1 lb
Clothes: Black & Grey 3 lb
Item Xlb
Item Xlb
Item Xlb
Item Xlb
Item Xlb
Item Xlb


Trinket

A mechanical canary inside a gnomish lamp


Magic Items

Elixir of Health 1 dose
Scroll of Spider Climb

Backstory[edit]

Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for "sticking his nose where it don't belong".

Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.

Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father's murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.

Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn't really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn't have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.

Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...

Notes[edit]

Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?
On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father's murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).